Sprawl RPG
Sprawl RPG
Sprawl RPG
Sprawl
A Cyberpunk RPG
Welcome to the Sprawl, omae. An urban wasteland filled to the brim with
crime and villainy and that makes good business for us. There is never any
shortage of corps needing to do a smash and grab, a mafioso needing to
whack someone, or sometimes a vengeful frakker who has it out for you.
Lets go, omae. We got work to do.
Pick A Class
Street Samurai
Masters of urban warfare, street samurai use cybernetic enhancements, firearms, and
melee weapons to get the job done. Street Samurai start out with 2d6 + 12 HP and 3
Implants.
Psychic
The result of genetic experimentation, Psychics blow the competition away with
powerful psychic abilities. Psychics start out with 1d6 + 6 HP and 3 Psychic Powers.
Diver
DIvers are master hackers who upload their subconsciousness into the Net in order to
find data that would normally be inaccessible. Only Divers can access into Net Hubs.
Divers start out with 1d6 + 6 HP and 1 Implant.
Investigator
Investigators are experts in getting the truth. They are often employed by a client to
help find someone or something. An Investigator can use clues to help his allies make
deductions on a certain situation. Investigators start out with 1d6 + 8 HP and 1 Implant.
Rogue
Rogues are silent infiltrators who can get in and out without being noticed. Rogues
never activate any traps or alarms and can disable them so that their allies dont get
caught. Rogues get a 1d6 + 6 HP and 2 Implants.
Defense
Defense (or DEF) is a target number when dealing with attacks. All starting characters
start with a defense value of 9. This is modified by armor.
XP
XP
XP
XP
=
=
=
=
+1
+1
+1
+1
HP
to any Ability
DEF
Talent
Using Actions
Simply roll 2d6 and add the appropriate Ability to get the Target Number (TN) or
more to succeed. Refer to the difficulty table below:
Difficulty
TN
Very Easy
Easy
Normal
Hard
11
Difficult
13
Impossible
15
Psionics
You can use psychic powers whenever it is your turn. You need to make a Mental roll to
see if you succeed in casting the power. If you fail, the power is not casted and your turn
ends.
3
Net Rules
Divers follow very special rules when diving into the Net. Divers upload their
subconsciousness (called a Ghost in Diver lingo) in order to access files that cannot be
reached elsewhere. Defensive programs (referred to as Dogs) often are used to guard
these files. When fighting Dogs, combat works in almost the same way for the Ghost as
it does for his real-life counterpart (or Meat Body), save for the fact that Ghost uses
his Mental attribute instead of his Combat or Physical modifier. All the other stuff, such
and Hit Points stay the same.
Note that while the Ghost doesn't feel any pain, his real-life does. For every time a
Ghost is hit for damage, subtract that from the Meat Bodys Hit Points. If you die in
the Net, your Meat Body also dies!
Talents
Martial Artist
Unarmed attacks deal 1d6 damage instead of 2.
Marksman
+2 to ranged weapons attacks.
Face
+2 in social encounters.
Medic
Heals ally for 1d6 HP.
Extra Contacts
Character has one extra Contact.
4
Parkour Expert
+2 to Physical checks involving checks involved with climbing and jumping.
Die Hard
Gains +2 HP.
Extra Implants
Gains +1d3 more Implants.
Implants
Dark Vision Eyes
Allows the character to see in the dark.
Cybernetically Enhanced Reflexes
+2 to Physical and Combat rolls.
Bone Lacing
Provides a bonus to Defense and unarmed attacks. 1-2 = Plastic (+1), 3-4 = Aluminum
(+2), 5-6 =Titanium (+3).
Dermal Plating
+2 to Defense.
Commlink
Enables telepathic communication with allies, so long as they have a commlink as well.
Voice Modulator
Changes the characters voice to suit their needs. It must be a voice that the character
has heard before.
Cyberlimb
Replaces an arm or a leg for a cybernetic replacement. This gives the user a +1 to
attack or Defense (can be switched mid-combat) for a cyberarm or a +1 to speed for a
cyberleg.
Internal Memory Storage Device
Save files inside of a cyberware installed in the characters head.
Combat
When a combat encounter starts, a character can do one of six things. These six things
follow combat in order:
1. Defenses: Combatant adds +2 to their DEF until the end of the combat round.
This is the only thing they can do until the end of the round.
2. Ranged Attack: Combatant makes ranged attack to target.
3. Psionics: Combatant uses Psychic Power.
4. Move: Combatant moves from where he was standing.
5. Melee Attack: Combatant makes a melee attack to one target.
6. Other Action: Combatant makes a non-combat action (reloading, talking,
gesturing, etc.)
Falling
For every 10 meters, roll 1d6 for damage.
5
Equipment
All players start out with 2d6 x 10 Credits.
Weapon
Range
Damage Cost
Cost
Unarmed
Combat Knife
1d3
Club, Machete
1d6
Katana
1d6+1
50
Pistol
10
1d6
25
Submachine Gun
15
1d6 + 1
40
Shotgun
2d6
60
Assault Rifle
20
1d6 + 2
70
Name
Defense Bonus
Cost
Light Armor
+1
25
Medium Armor
+2
50
Heavy Armor
+3
75
Item
Description
Cost
Medstim
Ammo Pack
10
Grenade
25
Reloading
If you roll doubles on your roll while using a firearm (pistol, submachine gun, shotgun,
or an assault rifle), you have to reload if you have an ammo pack. If not, you may have
to retreat or use melee weapons.
Contacts
Each character starts out with 2 contacts. Contacts can provide the characters with
information, gear, and even extra firepower (if you play your cards right).
Some examples are Bartender, Ganger, Street Doc, Corp Mouth (a representative of one
of the corps), Fence, and Weapons Dealer.
6
Class
Defense
Hit Points
Equipments
Implants
Psychic Powers
Talents
Contacts